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Combat HQ2: World War Two Wargaming Rules
Combat HQ Second Edition presents fun, streamlined rules designed for large-scale world war two battles featuring rapid movement, decisive combat, and exciting decision making.
The new edition includes rules for close support units, a faster close assault system, extended artillery rules, and more opportunities to wage war.
Rapid Command Pulses and opposed dice rolls keep players constantly involved. Easy-to-play rules emphasize command-and-control decisions over complex combat resolution mechanics.
In each Command Pulse you decide how to use your limited command resources: will you use your Command Dice to move up a company of infantry supported by tanks? Or will you use them to rally an anti-tank gun battery? Or maybe you should use them to liaise with your staff officers? The choice is yours.
- Game Length: 2–4 hours.
- Unit Scale: The Platoon is the basic unit in the game and is represented by a model vehicle, a base with three infantry figures, a heavy weapons team, or a gun and its crew.
- Ground Scale: 1” equals 50 yards.
- Figure Scale: Plays equally well with 2mm, 6mm, 10mm, 15mm or 20mm figures.
Latest Posts
Updated and Expanded Stats Documents
Available from today are new statistics documents for use with Total War. Select the image to download the file. France 1939-40 and Italy 1939-43 will follow over the next few weeks. Documents can also be downloaded from the Unit Statistics page. The Updated documents include changes to High Suppression, anti-armour machine gun, and Close Support units. High Suppression Changes The… READ MORECombat HQ Unit Special Abilities Rules
Download the Unit Special Abilities from Total War Expanded Edition. Download from BookFunnel READ MOREBattle for Mechili – Turn 8 – End Of Turn
With their morale reduced to zero, the Italians withdraw. Following a slow start and being driven back to the edge of the battlefield, the Commonwealth's aggressive play this turn pays off giving them a Major Victory (4 Morale + 1 Morale from the Italians). End of Game. READ MOREBattle for Mechili – Turn 8 – 3rd Italian Command Pulse
The Italians call their artillery, but it fails to respond. One more shot from the Italian anti-tank guns fails to hit. End of Command Pulse. READ MOREBattle for Mechili – Turn 8 – 3rd Commonwealth Command Pulse
The Commonwealth regroups a Mk VIb platoon. End of Command Pulse. READ MORE